[Paper 2D] Citizen Carol

Hey friends,
now you can download and play the first Citizen Carol demo on Itch.io!
It’s being made in Unreal Engine 4 using Paper 2D :cool:


[FONT=&amp]Set in an alternate 1986 and loosely inspired by 8-bit ZX Spectrum classics, Citizen Carol is a 2D side-scrolling shooter game with an unique highly stylized aesthetics, fast-paced duels and an awesome Synthwave/Retrowave soundtrack consisting of 48 tracks composed by some of the greatest exponents of the genre.

[FONT=&amp]Developed with feedback from speedrunners and hardcore gamers and quietly in production since early 2015, Citizen Carol is Diat Funa’s debut project as a solo indie game developer.

  • Platforms: Windows – TBD: Linux, Switch, XB1, PS4
  • Number of Players: Single Player, Local Multiplayer (PVP: 2-4 players) – TBD: Online Multiplayer
  • Controller Support: Yes
  • Release Date: Fall 2019
  • Languages: English, Italian – TBD: French, German, Spanish, Portuguese-Brazil, Russian, Polish, Turkish, Simplified Chinese, Japanese, Korean

THE STORY Citizen Carol depicts a dystopian 1986 in which genetically engineered males are forcibly reassigned as females at birth by a powerful matriarchal empire supported by noble houses and corporations.

Citizen Carol tells the story of young Carol Stallonegger, a boy forced to be a girl who wants revenge on the Empire and the 3 major noble houses that control the known universe and destroyed her noble family.


  • You are Carol, a boy forced to be a girl who wants revenge.
  • A 2D side-scrolling shooter game with an unique highly stylized aesthetics and pure handcrafted sprites loosely inspired by 8-bit ZX Spectrum classics.
  • Challenging gameplay developed with feedback from speedrunners and hardcore gamers (Battletoads, Hotline Miami, Contra, Wolfenstein 3D, Niddhog and Metal Gear Online 2).
  • An amazing Synthwave/Retrowave soundtrack consisting of 48 tracks composed by some of the greatest exponents of the genre.
  • A kick-* 2D action shooter game**: claustrophobic level design, hyper aggressive enemies, fast-paced duels based on one-hit headshot kills, unusual vintage vehicles, 12 different weapons (from grenade launcher to portal gun), secrets, Easter eggs and the S.A.T. (Self-Antimatter-Transmutation).
  • Hardcore Mode, an optional gaming mode implemented to give an extra level of challenge to players. If you lose all your lives, you will be brought to the “Game Over” screen and you will have to start back at Level 1. There is also no save file or anything that you can save to, so you will not be able to go back to the stage you are on if you turn off the game.
  • Local multiplayer PVP for up to 4 players. Currently there are 4 planned game modes.
  • DRM-free distribution on Steam, itch.io and GOG.


Music is an integral part of the Citizen Carol experience. The official soundtrack features 48 tracks composed by some of the greatest exponents of Synthwave/Retrowave genre. It’s the result of 3 years of careful research and negotiations and tries to capture the memorable mood of the 80s.

Alpha v.01

Prototype Version

****SCREENSHOTS (from Protototype Version)










Visit my public Trello board if you’re interested in seeing what I’m currently working on: trello.com/b/E7An6xu3

If you want more information about Citizen Carol, please visit: diatfuna.com/citizencarol.


YouTube: youtube.com/diatfuna
Facebook: facebook.com/diatfuna
Twitter: twitter.com/diatfuna

Looks pretty cool! Keep up the good work and best of luck!

Hey Akshay, many thanks for you rupport…I will continue to do my best :o

No problem. Also, is this coming to the consoles? (Just asking 'cause I’d like to know the process :P)

I would like to release as many versions as possible, but ATM it’s only a dream :rolleyes:

Switch, PS4 and One are indie friendly consoles but the process needs money…not so much money, but it is not free.

I have 3 honest stretch goals for these 3 console versions…a friend of mine gave me some advice on the development costs (more or less, because of NDA) for each platform and I have adapted them to my times and needs.

Anyway my main goal is the PC/Linux version and the second is a multilanguage support. If these 2 goals are achieved, I will think of the other versions :o

Well, you should try the Nintendo development. It is very easy, the PS4 costs money, but worth it, Xbox ONE is free once you have a retail console. (Not really sure though :P)

Hello everyone!

Kickstarter for Citizen Carol is now LIVE!

Thank you, everyone, for your support and, of course, shares are much appreciated! :slight_smile:

Let’s make this happen <3

Will back the project.

Hi friends, I’m alive :rolleyes:
Today I want show you the Alpha Version of Citizen Carol :wink: https://youtube.com/watch?v=Gt62hhEinAY

Hi friends! :slight_smile:
Citizen Carol development continues but today I want to show you 2 new tracks added to the Citizen Carol soundtrack! :cool:

Dear friends,
now you can download and play the first Citizen Carol demo on Itch.io!

If you like it, you can pre-order Citizen Carol at a discounted price :wink:

Alpha v.05 Changelog


  • Dust VFX – When run, jump and fall
  • Conveyor Belt (trap)
  • Bullcat Burger – Reward when Carol kills a Bullcat (enemy)
  • Bullcat Burger – Increases health points when “health points < 100”
  • Turret (Roof Mounted) – Alert VFX
  • HUD OST – Shows title and artist when a new song just started
  • 60 FPS Cap


  • Blood VFX – Now is more realistic, dynamic
  • Elevator – Design
  • Elevator – Mode of operation
  • Collectables – Design
  • Ammo – Design
  • Soundtrack – Loudness Normalization
  • Menus


  • S.A.T. (Self-Antimatter-Transmutation) – Now reduces more time
  • BOT (enemy) – HP: increased
  • Some minor balances


  • Elevator Stability
  • Some minor bugs


If you’re interested in seeing what I’m currently working on, now you can visit my public Trello board: trello.com/b/E7An6xu3

My first reaction was “this looks ■■■■■■” but then I played the trailer and somehow I really love the style, together with that music it’s great.

Although I add more details in the backgrounds that match the style of these spinning blade skulls and stuff. And make the non-walkable areas completely black (instead of these brick textures), because that way the focus will be more on the playable area.
Right now the non-walkable area texure is really distracting to the eye.

Hi Spacegojira, many thanks for your feedback!


Number 1: your side background
Number 2: new side background
Number 3: old side background

Thanks to your feedback, I changed the brightness of the side background of Level 1 and now it’s better than before. I tried your all-black solution but the overall experience was not very pleasant :frowning:

Thanks again, my friend…I will continue to improve the game;)

Now you are in my Trello board: Trello :stuck_out_tongue: